Has anyone yet tried team play? It looks quite interesting and is something I'd love to give a shot at some point, but I'd like to hear impressions from those who have attempted it. I'm guessing the game is somewhat longer, although depending on the players the reduction of information might speed things up.

It also seems like it might be an effective way to teach the game and have a fun time while doing so: tag two experienced players as commanders for each side and tag two new players as subordinates. Review the movement rules with the new players and start it up!

One question I had about the rules: it's specified that the subordinate cannot look at the battle token tray or reinforcements before they enter, but it's not specified whether the commander can look at the blocks on the board before a battle is engaged? I would assume he can, but would prefer something more definitive.

You'd have to add the ability for a sub to send messages back about troop placements, etc. Or just depend on the ability of the commander to direct troop movement and the sub to respond appropriately... It's doubtful that Lee/Meade knew precisely where each troop was at all times. But thinking about this strategy/tactics split breaks down as soon as you realize that the commander has to handle the very tactical job of token play.

I'm hoping to get the game played as a 2p next week, and if that works well I'll shoot for trying a team play option soonish after that. I'll do my best to session report it if I can get it done.

One question I had about the rules: it's specified that the subordinate cannot look at the battle token tray or reinforcements before they enter, but it's not specified whether the commander can look at the blocks on the board before a battle is engaged? I would assume he can, but would prefer something more definitive.

The commander can look at the blocks on the board. He can see everything that the player for his side in a non-team game can see.

Hm, probably the less experienced player will only watch the expert play. If there are questions, the other team may be tipped off to any plans or to the position of certain blocks...? Sceptical...

This is the optional team play method presented at the end of the rules, which avoids the problem you describe, though it does introduce several complications to effective coordination that are obviously not present in the standard game.

I've delved into the rules a little more and started some solo working through the system. I still think this may work as way to teach/learn the game, but while backwards-sounding it may be better to assign the new players as the Commanders and the experienced players as Subordinates. The block play and movement rules appear more complicated than the battle token play, and even someone brand new to the game could write decent grand strategic messages, ("Advance Seminary"), vital reinforce data ("Hooker Taney 10am"), or artillery support information ("Artillery supports Early, Hood") with minimal instruction. An experienced subordinate could use this information more easily than than an inexperienced subordinate, who is likely to still be grasping at attack rules.